Heartless Drop Off
Trap Counter

Heartless Drop Off

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When a face-up card(s) on the field and/or in the GY is added to your opponent's hand by an effect: Look at their hand, also banish the added card(s) and all cards with the same name, if any.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Oct 8, 2026
42± 8/ 100
Power Score
Intrinsic 41
Deck 43

Heartless Drop Off — Power Evaluation

Final Score: 42 ± 8 · Confidence: Medium

  • Intrinsic: 41 · Deck: 43 · Meta: provisional
  • Primary role: Negation/Interaction · Secondary: Removal

Why it scores here

Heartless Drop Off is a Trap that answers one narrow event: an effect adding a face-up field or GY card to a hand. When it fires, it reveals the hand and banishes the added card plus every same-name card, so the value it converts is a clean answer to that bounce or recovery line rather than board or card advantage. It has no combo evidence, and its role is set by text alone. Its 22-deck presence and 11 archetypes confirm it is a practical, portable pick, but the high co-occurrence with Called by the Grave and other staples reflects generic deck-building, not strength, so it does not raise the score. The narrow trigger and the need to be set in advance keep the final score in the low-to-mid range.

Axis scores

Axis Score Evidence
Accessibility 40 Trap card, so it must be set in advance; it is run in 22 of the sampled decks at 1–2 copies with no searcher evidence in the pack (observed, inferred for route).
Combo & Conversion 10 No combo boards are recorded and the card has no starter or payoff role in the pack; conversion is text-only (inferred).
Resource Economy 50 Banishing the added card and its same-name copies trades roughly one-for-one, with no refuel or draw (verified from text, inferred for value).
Effect & Interaction 35 Counters only face-up field or GY cards added to hand by an effect, a narrow trigger; the reveal and banish clause is verified text (verified).
Material Utility 0 A Trap cannot be used as material, so the axis scores 0 (verified from frame type).
Resilience & Flexibility 30 Set backrow that a single backrow removal or non-triggering opposing line can stop; no redundancy in the pack (inferred).
Deck-Building Efficiency 65 Single-slot, non-garnet, and run across 11 archetypes at 1–2 copies, so it is cheap to include in a deck that needs the answer (observed).

Calculation

Weight profile: Negation/Interaction primary role, no secondary blend applied. Intrinsic ≈ 41, Deck ≈ 43, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Cleanly answers a face-up card being returned to hand, and banishes same-name copies in the same activation
  • Appears across 11 archetypes and 2 gameplay types, so it is portable across homes
  • Low slot cost at 1–2 copies with no garnet or self-restriction

Weaknesses

  • Narrow trigger: it does nothing against non-add-to-hand effects, direct destruction, or face-down targets
  • Must be set in advance, so it is unavailable on a turn when the trap is not set
  • No combo or guide evidence to show it creates advantage beyond the single answer

Counters / choke points

  • Backrow removal or a set-trap-destroying effect before the trigger
  • Opponent lines that do not add face-up cards to hand, so the trigger is never met

Best use

Narrow negation of face-up add-to-hand effects in a deck that expects such plays. Decks: P.U.N.K., Gold Pride, D/D/D, Morganite, Solemn, Harpie, Elemental Hero, Masked HERO, Chaos Phantom, Pendulum Magician. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap card with race Counter, frame type trap, formats TCG, OCG, MasterDuel, DuelLinks; Text: when a face-up card(s) on the field and/or in the GY is added to the opponent's hand by an effect, look at the hand and banish the added card(s) and all same-name cards; Present in 22 of the sampled decks, 1–2 copies (avg 1.45), across 11 archetypes
  • Observed: Top partners: Called by the Grave 63.6%, Crossout Designator 63.6%, Evenly Matched 59.1%; these are generic staples and do not show a synergy line; Gameplay split: type 4 at 54.5%, type 7 at 45.5%
  • Inferred: Role is Negation/Interaction against bounce and recovery effects, read from text; Playability in practice depends on being set in advance, which the text implies for any trap
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only text says 'your opponent's hand'; whose cards it can hit depends on that scope, which the pack does not resolve











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